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Angmar Revenge Mod

CountBagatur

Капитан
Прювет всем товарищам, панам и камрадам.

Недавно начал делать новый мод для Rotwk версии 2.01. Называется мод Angmar Revenge. Изменений будет не очень-то и много, зато будут новые юниты и скиллы + полный ребаланс Ангмара. Я составлю полный план мода внизу.
Обозначением "+" я буду выделять то, что уже сделано в моде, обозначением "-" - то что ещё не сделано и что предстоит создать.

План Разработки:

1. Разблокировать расу Арнор +
2. Уменьшить командные очки Ангмара +
3. Увеличить размер отрядов Ангмара +
4. Понизить (или повысить) стоимости юнитов и построек, увеличить уроны воинов и героев +
5. Добавить к Королю-чародею, Моргомиру и Каршу новые способности +
6. Создать новый юнит - копейщики Ангмара (модель и текстуры имеются) -
7. Добавить новую способность Тёмного пламени Ангмара - обстрел ледяными снарядами -
8. Усовершенствовать арнорских героев +

Пока на этом всё.

Итак, мод уже на 40% готов. Вы можете уже скачать альфа-версию. Там я усовершенствовал ИИ Арнора + увеличил отряды Ангмара и добавил суперскилл Королю-чародею - "Слово Тьмы".

ссылка:
http://www.megaupload.com/?d=N4D3XID6


С уважением Александр

---------------------------------------------------------------------------------
Тема будет развиваться со временем всё больше и больше.
 

Annatar

CG Artist
Дык,тут больше к ини кодерам,чем ко мне,я тебе могу помочь с 9 и 6.
По остальным вопросам к Хальбараду и Муразору.
 

Annatar

CG Artist
А что в скринах нового,что стоило их сюда вылаживать? :smile:
 

CountBagatur

Капитан
Короче я решил не увеличивать все отряды Ангмара. Задолбался. Всё делаю по туторам, а в игре как было так и остаётся. Новые юниты не читает. Я не знаю чо делать.

Может всё изза того что у меня версия игры не 2.01, а 0.492 (пиратская)?
 

redbookuser

Генерал Боль
Короче,вот иник с хордой юнита:

Object AngmarDarkDunedainHorde

// This is required for garrisoned objects - please put in all objects.
ButtonImage = WOR_DarkNumenorianIcon ;Needs new art
SelectPortrait = KUDarkDunedainPortrait ;Needs new art

Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER EMOTION_TERROR EMOTION_LOOK_TO_SKY EMOTION_TAUNTING EMOTION_POINTING SELECTED
DefaultModelConditionState
Model = None //InvisHrdeTmp5x2
End

ModelConditionState = HORDE_EMPTY
Model = None
End

ModelConditionState = WORLD_BUILDER
Model = HordeMarkGUSol
End
End

Side = Angmar
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:HordeAngmarDarkDunedain
DisplayNameStrategic = CONTROLBAR:LW_Unit_AngmarDarkDunedainHorde
DescriptionStrategic = CONTROLBAR:LW_ToolTip_AngmarDarkDunedainHorde

WeaponSet
Conditions = None
Weapon = PRIMARY NormalMeleeHordeRangefinder
End

// *** AUDIO Parameters ***//
// Note: Don't put voice parameters here -- they will be ignored. Voice play requests
// are always passed through to members
#include "..\..\..\includes\StandardHordeEvaEvents.inc"

UnitSpecificSounds
VoiceDesperateAttack = GondorSoldierVoiceDesperateCharge ;needs angmar voice
End

BuildCost = ANGMAR_DARKDUNEDAIN_BUILDCOST
BuildTime = ANGMAR_DARKDUNEDAIN_BUILDTIME
ShroudClearingRange = ANGMAR_DARKDUNEDAIN_HORDE_SHROUD_RANGE
VisionRange = ANGMAR_DARKDUNEDAIN_HORDE_VISION_RANGE
VisionSide = 50%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
CommandPoints = 80 ; originally 60

FormationWidth = 2 // Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 1 // Depth it occupies in formations. Current choices are 1 or 2.

CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 1

CrushOnlyWhileCharging = YES ; // the guardian is only supposed to crush during his special charge ability

MinCrushVelocityPercent = 50% ; Has to be moving at least xx% of full speed
CrushDecelerationPercent = 90% ; Lose xx% max velocity when crushing -- thus they only crush 1 row of infantry

CrushKnockback = 40 ; how hard we knock back crushed units.
CrushZFactor = 1.0 ; How much we knock upwards.

TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE MELEE_HORDE NOTIFY_OF_PREATTACK ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND //UNATTACKABLE

ThreatLevel = GONDOR_FIGHTER_HORDE_THREAT
ThreatBreakdown GondorFighterHorde_DetailedThreat
AIKindOf = INFANTRY
End

Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End

#include "..\..\..\includes\CaptureBuilding.inc"

Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End

Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
MaxCowerTime = 5000
MinCowerTime = 3000
AILuaEventsList = InfantryFunctions
AttackPriority = AttackPriority_Infantry
End

Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = AngmarDarkDunedain 10
Slots = 10 ; originally 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:0 Y:0
MeleeBehavior = Amoeba
End

// Banner Carrier info
BannerCarriersAllowed = AngmarInfantryBanner // types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:AngmarDarkDunedain Pos:X:70.0 Y:0.0 // (DEFAULT) position of banner carrier

RankInfo = RankNumber:1 UnitType:AngmarDarkDunedain Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40
RankInfo = RankNumber:2 UnitType:AngmarDarkDunedain Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4
//RankInfo = RankNumber:3 UnitType:AngmarDarkDunedain Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4

RanksToReleaseWhenAttacking = 1 2

AlternateFormation = GondorFighterHordeBlock
MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking.
BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
BackUpMinDistance = 1 //The minimum number of cells to backup
BackUpMaxDistance = 3 //The maximum number of cells to backup
BackupPercentage = 80% //The amount of chance that a unit will back up.
End

Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End

Behavior = CommandButtonHuntUpdate ModuleTag_CommandButtonHuntUpdate
End

Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = INFANTRY_TAUNT_POINT_RADIUS // max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 // how often scan (milliseconds)
TauntAndPointExcluded = NONE
AfraidOf = EMOTION_AFRAIDOF_OBJECTFILTER
AlwaysAfraidOf = EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER
PointAt = EMOTION_POINTAT_OBJECTFILTER
HeroScanDistance = 150
FearScanDistance = INFANTRY_FEAR_SCAN_RADIUS

AddEmotion = Terror_Base
AddEmotion = Doom_Base //OVERRIDE
//StartFXList = FX_GondorSoldierDoom //these have been hooked up in the FXList.INI
//End

AddEmotion = BraceForBeingCrushed_Base

AddEmotion = UncontrollableFear_Base //OVERRIDE
//StartFXList = FX_GondorSoldierFear
//End

AddEmotion = FearIdle_Base //OVERRIDE
//StartFXList = FX_GondorSoldierFear
//End

AddEmotion = FearBusy_Base //OVERRIDE
//StartFXList = FX_GondorSoldierFear
//End

AddEmotion = Point_Base //OVERRIDE
//Duration = 13980
//StartFXList = FX_GondorSoldierPoint
//End

AddEmotion = Taunt_Base //OVERRIDE
//AttributeModifier = GondorFighterTaunt
//End

AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
AddEmotion = HeroCheerIdle_Base
AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
End

Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate
SkirmishAIOnly = Yes
StuffToPickUp = NONE +CRATE
ScanRange = 200
ScanIntervalSeconds = 0.5
End

LocomotorSet
Locomotor = NormalChargeMeleeHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_FOOT_MED_HORDE_SPEED
End

; LocomotorSet
; Locomotor = NormalMeleeHordeLocomotor
; Condition = SET_NORMAL
; Speed = NORMAL_GOOD_FAST_HORDE_SPEED
; End

LocomotorSet
Locomotor = ScaredMeleeHordeLocomotor
Condition = SET_SCARED
Speed = NORMAL_FOOT_MED_HORDE_SPEED
End

Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End

Behavior = LevelUpUpgrade ModuleTag_BasicTraining
TriggeredBy = Upgrade_AngmarBasicTraining
LevelsToGain = 1
LevelCap = 2
End

Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality
TriggeredBy = Upgrade_AngmarDarkIronBlades
End

Behavior = StatusBitsUpgrade ModuleTag_ProductionLegality2
TriggeredBy = Upgrade_AngmarDarkIronArmor
End


/////////////////////
// AISpecialPowers
/////////////////////
Behavior = AISpecialPowerUpdate AngmarCharge
CommandButtonName = Command_AngmarChargeAttack
SpecialPowerAIType = AI_SPECIAL_POWER_CHARGE
End

Behavior = AISpecialPowerUpdate GondorFighterHordeCaptureBuildingAI
CommandButtonName = Command_CaptureBuilding
SpecialPowerAIType = AI_SPECIAL_POWER_CAPTURE_BUILDING
End

Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle
CommandButtonName = Command_SetStanceBattle
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE
End

Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive
CommandButtonName = Command_SetStanceAggressive
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE
End

Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround
CommandButtonName = Command_SetStanceHoldGround
SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND
End

;--------------------Death Mask Power--------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DeathMaskUnpause
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_ObjectLevel4
End

Behavior = SpecialPowerModule ModuleTag_NecroDeathMaskUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End

Behavior = AttributeModifierAuraUpdate ModuleTag_DeathMask
StartsActive = No ;If no, requires upgrade to turn on.
TriggeredBy = Upgrade_ObjectLevel4
BonusName = DeathMaskModifier
RefreshDelay = 2000
Range = ANGMAR_NECRO_DEATH_MASK_RANGE
TargetEnemy = Yes
AntiCategory = LEADERSHIP BUFF ; This means cancel all previous leadership bonuses
ObjectFilter = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO -HORDE
End
;-------------------------Angmar Charge--------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ChargeUnpause
SpecialPowerTemplate = SpecialAbilityAngmarCharge
TriggeredBy = Upgrade_ObjectLevel2
End

Behavior = SpecialPowerModule ModuleTag_ChargeStarter
SpecialPowerTemplate = SpecialAbilityAngmarCharge
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
#include "..\..\..\includes\AngmarChargeUpdate.inc"

CommandSet = AngmarDarkDunedainHordeCommandSet

Geometry = BOX
GeometryMajorRadius = 30.0
GeometryMinorRadius = 45.0
GeometryHeight = 20.0
GeometryIsSmall = No


//-------------------------------------------------------------------------------------------------
// World Map specific data
//-------------------------------------------------------------------------------------------------

// *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Soldier
AutoResolveCombatChain = AutoResolve_SoldierCombatChain

AutoResolveBody = AutoResolve_GondorFighterHordeBody

AutoResolveArmor
RequiredUpgrades = Upgrade_AngmarDarkIronArmor
Armor = AutoResolve_GondorSoldierHeavyArmor
End

AutoResolveArmor
ExcludedUpgrades = Upgrade_AngmarDarkIronArmor
Armor = AutoResolve_GondorSoldierArmor
End

AutoResolveWeapon
RequiredUpgrades = Upgrade_AngmarDarkIronBlades
Weapon = AutoResolve_GondorSoldierUpgradedWeapon
End

AutoResolveWeapon
ExcludedUpgrades = Upgrade_AngmarDarkIronBlades
Weapon = AutoResolve_GondorSoldierWeapon
End

WorldMapArmoryUpgradesAllowed = Upgrade_AngmarBasicTraining Upgrade_AngmarDarkIronBlades Upgrade_AngmarDarkIronArmor
End



Нас интересует это:



Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = AngmarDarkDunedain 10
Slots = 10 ; originally 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:0 Y:0
MeleeBehavior = Amoeba
End

// Banner Carrier info
BannerCarriersAllowed = AngmarInfantryBanner // types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:AngmarDarkDunedain Pos:X:70.0 Y:0.0 // (DEFAULT) position of banner carrier

RankInfo = RankNumber:1 UnitType:AngmarDarkDunedain Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40
RankInfo = RankNumber:2 UnitType:AngmarDarkDunedain Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4
//RankInfo = RankNumber:3 UnitType:AngmarDarkDunedain Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4

RanksToReleaseWhenAttacking = 1 2

AlternateFormation = GondorFighterHordeBlock
MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking.
BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
BackUpMinDistance = 1 //The minimum number of cells to backup
BackUpMaxDistance = 3 //The maximum number of cells to backup
BackupPercentage = 80% //The amount of chance that a unit will back up.
End
Это стандартно,теперь если хотим увеличить хорду,допустим,на 5 человек у нас будет выглядеть так:


Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = AngmarDarkDunedain 15
Slots = 15 ; originally 15
PassengerFilter = NONE +INFANTRY
ShowPips = No
ThisFormationIsTheMainFormation = Yes //Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:0 Y:0
MeleeBehavior = Amoeba
End

// Banner Carrier info
BannerCarriersAllowed = AngmarInfantryBanner // types of units that are allowed as banner carriers
BannerCarrierPosition = UnitType:AngmarDarkDunedain Pos:X:70.0 Y:0.0 // (DEFAULT) position of banner carrier

RankInfo = RankNumber:1 UnitType:AngmarDarkDunedain Position:X:50 Y:0 Position:X:50 Y:20 Position:X:50 Y:-20 Position:X:50 Y:40 Position:X:50 Y:-40
RankInfo = RankNumber:2 UnitType:AngmarDarkDunedain Position:X:30 Y:0 Leader 1 0 Position:X:30 Y:20 Leader 1 1 Position:X:30 Y:-20 Leader 1 2 Position:X:30 Y:40 Leader 1 3 Position:X:30 Y:-40 Leader 1 4
RankInfo = RankNumber:3 UnitType:AngmarDarkDunedain Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4


RanksToReleaseWhenAttacking = 1 2

AlternateFormation = GondorFighterHordeBlock
MeleeAttackLeashDistance = 1 //How far the hordes can move from the center of the horde when melee attacking.
BackUpMinDelayTime = 1 //The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 //The maximum amount of time to delay before backing up
BackUpMinDistance = 1 //The minimum number of cells to backup
BackUpMaxDistance = 3 //The maximum number of cells to backup
BackupPercentage = 80% //The amount of chance that a unit will back up.
End
//RankInfo = RankNumber:3 UnitType:AngmarDarkDunedain Position:X:10 Y:0 Leader 2 0 Position:X:10 Y:20 Leader 2 1 Position:X:10 Y:-20 Leader 2 2 Position:X:10 Y:40 Leader 2 3 Position:X:10 Y:-40 Leader 2 4 - это координаты месторасположения юнитов,сдесь 5 координат(соответственно 5 новым юнитам),в данном случае нам просто можно убрать 2 черточки.
 

CountBagatur

Капитан
Нифига себе? Так мод ещё даже на 5% не сделан, а ты говоришь что он классный. =)
 

Akhorahil

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